package com.sghd.fight.module.game.service.skill.effect;

import com.sghd.fight.module.game.config.BuffConfig;
import com.sghd.fight.module.game.config.SkillConfig;
import com.sghd.fight.module.game.core.model.Buff;
import com.sghd.fight.module.game.core.model.Unit;
import com.sghd.fight.module.game.service.room.IRoom;
import com.sghd.fight.module.game.service.skill.ConfigService;
import com.sghd.fight.module.game.service.skill.Context;
import com.sghd.pojo.fight.game.*;
import org.apache.commons.collections.MapUtils;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.stereotype.Component;

import java.util.Map;
@Component
public class ArmourEffect implements Effect {

    @Autowired
    private ConfigService configService;

    @Override
    public void execute(Context context, IRoom room, Unit owner, Unit target, Map<String, Object> ctx, SkillReport skillReport, TargetReport targetReport, SkillConfig config) {
        int buffId = MapUtils.getInteger(ctx, Effect.BUFF_ID);
        BuffConfig buffConfig = configService.getBuff(buffId);
        Buff buff = getBuff(config, buffConfig, ctx, owner, target);
        context.addBuff(target, buff);
        targetReport.addBuff(BuffReport.valueOf(buffId, buff.getType(), buff.getValue(), buff.getTime(), buff.getLevel()));

        int attack = MapUtils.getIntValue(ctx ,ATTACK);
        //计算公式 扣血
        int val = (int) (attack * getBet(owner, target));
        val = fixHp(owner, target, val, room, config);
        context.addValue(target, UnitValue.HP, -val);
        targetReport.addValue(ValueItem.valueOf(UnitValue.HP, -val));
    }

    @Override
    public EffectType getType() {
        return EffectType.SK_ARMOUR;
    }
}
